Just getting to read the details now (Iâ€™m still OS), and yep, this sounds awesome, 4 way battles!RIP Shadowwar:Armageddon, but theyâ€™ll be supporting this one for years to come, for reals this time! Hahahah.Cheap terrain is always good, I recently got some Mechanicus terrain, so this could be another good reason to get some. No Daemons kill teams! Haha, prolly makes sense..

Could be tempted, if they are useable I still have my Space Wolf Scout team from Shadow War.English

Scouts will still be useable, while the particular loadouts may vary from SWA will have to wait & see (they'll be 90+% alright I'd say)

QUOTE(Chaoz @ Jul 8 2018, 03:59 AM)

Just getting to read the details now (Iâ€™m still OS), and yep, this sounds awesome, 4 way battles!RIP Shadowwar:Armageddon, but theyâ€™ll be supporting this one for years to come, for reals this time! Hahahah.Cheap terrain is always good, I recently got some Mechanicus terrain, so this could be another good reason to get some. No Daemons kill teams! Haha, prolly makes sense..

I think the main reason for no Daemons, is they lack versatility in terms of infantry (without especially using undivided/mixed gods), the 2-4 player is nice also as you say.

If people are defiantly interested I will pick up the box set + I have made a start painting the terrain I already own (building / walls etc).

Update: I plan on bringing my terrain to the club meetings.

Canâ€™t promise I will have the box set for this coming club meeting, but certainly the following one (12th August).

Andrew

Oh wouldn't expect you to have the box ready on day after release day

I'm going to get the box set, the split of additional sets was more for if somebody wasn't looking to grab it all & help the club get more terrain. A box of rangers & hybrids cost is approx. $55 i'd move them for $50? each (with all the bonus content) & the book/generic cards worth $78 probably for $65?Would also look at splitting off the Tactics/Info cards from the Kill Zone terrain boxes too (maybe $15) if someone wanted the rules but not terrain cost.

I think the basic run through of Kill Team went well. Going forward playing the missions & a better use of the Tactics/Stratagems should make for some good fun. A couple of notes;

One thing I think we may have missed (or at least I did) was the -1 on the injury roll for shooting if the model is within 1" of the cover/model that is obscuring it. Plus the +1 on injury rolls for flesh wounded models in both shooting & combat. [Neither probably changed a lot of outcomes but worth remembering]

Remember split fire on multi shot weapons (I did in the 4 player), but the first one against Owen that 9 shot 'Frag Shell' could've been shot at the middle cultist & spread over the other 2 cultists within 2" of him. [Super useful on bunched up models]

Most Missions only go to round 4 (I think this is where we were up to anyway?, though we just playing to the death) then you'd start rolling for continuation.

'Broken' is brutal! (and usually determines the winner accordingly at Round 4), Nerve penalty for casualties on a large Team leads to a 'Shaken' nightmare.

This is still a dice game & anything can happen!.....Case in point Cultist overwatch kills a charging Black Shield on a 6/6/4 1st turn (needing a 6/5/4) [What a highlight, too bad was on the wrong end of it ]

Yeah fair enough, I had the hit mods & that alright, just hadn't realised the cover came into the injury part too.

Nah page 20 says you've to reroll all when its a combined roll ie 2d6, however Tactical Reroll on page 65 (the tactic we were using) does state you can reroll a 'insert roll/test' so it still probably should've been all of it not just part of it anyway

I think the basic run through of Kill Team went well. Going forward playing the missions & a better use of the Tactics/Stratagems should make for some good fun. A couple of notes;

One thing I think we may have missed (or at least I did) was the -1 on the injury roll for shooting if the model is within 1" of the cover/model that is obscuring it. Plus the +1 on injury rolls for flesh wounded models in both shooting & combat. [Neither probably changed a lot of outcomes but worth remembering]

Remember split fire on multi shot weapons (I did in the 4 player), but the first one against Owen that 9 shot 'Frag Shell' could've been shot at the middle cultist & spread over the other 2 cultists within 2" of him. [Super useful on bunched up models]

Most Missions only go to round 4 (I think this is where we were up to anyway?, though we just playing to the death) then you'd start rolling for continuation.

'Broken' is brutal! (and usually determines the winner accordingly at Round 4), Nerve penalty for casualties on a large Team leads to a 'Shaken' nightmare.

This is still a dice game & anything can happen!.....Case in point Cultist overwatch kills a charging Black Shield on a 6/6/4 1st turn (needing a 6/5/4) [What a highlight, too bad was on the wrong end of it ]

Multi-shot can split fire? I did not know this - that is a very cool tweak and makes blast weapons and flamers more relevant (not that flamers are bad with their auto-hitting in this game of -1 to hit on nearly everything)

Multi-shot can split fire? I did not know this - that is a very cool tweak and makes blast weapons and flamers more relevant (not that flamers are bad with their auto-hitting in this game of -1 to hit on nearly everything)

Yeah, pg29?(second page of shoot phase top left) 'Targets' multi shot weapons can split if another model is 2" from original Target & is also valid (ie.LOS/Range etc)